// ========== 从 HeroAttrs.ts 导入属性相关定义 ========== import { Attrs, NeAttrs,BType, getAttrs, AttrsType, isRatioAttr } from "./HeroAttrs"; export enum HSSet { atk = 0, // 普通攻击 skill = 1, // 一般技能 max = 2, // 必杀技 } export enum TGroup { Self = 0, // 自身 Ally = 1, // 所有敌人 Team = 2, // 所有友方 Enemy = 3, // 敌方单位 All = 4 // 所有单位 } export enum TType { /** 前排目标(最靠近敌方阵营的单位) */ Frontline = 1, // 最前排单位 /** 后排目标(离敌方阵营最远的单位) */ Backline = 2, // 最后排单位 /** 生命值最低的目标 */ LowestHP = 3, // 最低生命值 /** 生命值最高的目标 */ HighestHP = 4, // 最高生命值 /** 近战职业目标 */ Melee =5, // 近战职业 /** 远程职业目标 */ Ranged =6, // 远程职业 /** 辅助职业目标 */ SupportClass =7, // 辅助职业 /** 随机目标 */ Random =8 // 随机目标 } export enum DTType { single = 0, range = 1, } export enum SType { damage = 0, heal = 1, shield = 2, zhaohuan = 3, buff = 4, } /** * 攻击距离类型分类 * 用于AI决策和技能配置规范化 */ export enum SkillRange { /** 近战: < 150 (贴脸输出) */ Melee = 0, /** 中程: 150 - 400 (投掷/短法术) */ Mid = 1, /** 远程: > 400 (弓箭/长法术) */ Long = 2 } /** 距离类型的标准数值定义 */ export const SkillDisVal: Record = { [SkillRange.Melee]: 120, [SkillRange.Mid]: 360, [SkillRange.Long]: 720 }; //受伤动画名称 export enum AtkedName { atked = "atked", ice = "atked_ice", fire = "atked_fire", wind = "atked_wind", crit = "atked_crit", } export enum RType { linear = 0, //直线 bezier = 1, //贝塞尔 fixed = 2, //固定起点 fixedEnd = 3, //固定终点 } export enum EType { animationEnd = 0, timeEnd = 1, distanceEnd = 2, collision = 3, countEnd = 4, } //debuff类型 /* === 技能配置系统使用说明 === 1. 基础属性: - uuid: 技能唯一ID - name: 技能名称 - sp_name: 特效名称 - AtkedName: 攻击类型 - path: 图片资源路径 2. 目标和效果: - TGroup: 目标群体 (敌方、友方等) - SType: 技能类型 (伤害、治疗、护盾等) 3. 执行参数: - act: 角色执行的动画 - DTType: 伤害类型 (单体、范围) - EType: 结束条件 - fname: 特效文件名 - with: 暂时无用 4. 数值参数: - ap: 攻击力百分比 - cd: 冷却时间 - hit_num: 范围攻击 伤害敌人数量 - t_num: 目标数量 - hit: 穿刺个数 - hitcd: 持续伤害的伤害间隔 - speed: 移动速度 - cost: 消耗值 */ export enum DType { ATK= 0, // 物理 ICE=1, // 冰元素 FIRE=2, // 火元素 WIND=3, // 风元素 } export const HeroSkillList = [6001,6001,6001,6001,6001,6001] // Debuff配置接口 export interface BuffConf { buff:Attrs; BType:BType value:number; // 效果值 time:number; // 持续时间 chance:number; // 触发概率 } export interface NeAttrsConf { neAttrs:NeAttrs; value:number; time:number; } interface IReady { uuid:number, loop: boolean, SkillTime: number,// 技能控制存续时间时间 ReadyTime: number,// 技能前摇时间 RType: number, //技能运行类型 0-线性 1-贝塞尔 2-开始位置固定 3-目标位置固定 ready_y: number, path:string, } interface IEndAnm { uuid:number, path:string, loop:boolean, time:number, } // 技能配置接口 - 按照6001格式排列 export interface SkillConfig { uuid:number, // 技能唯一ID name:string, // 技能名称 sp_name:string, // 特效名称 icon:string, // 图标ID TGroup:TGroup, // 目标群体(敌方/友方/自身等) SType:SType, // 技能类型(伤害/治疗/护盾等) act:string, // 角色执行的动画 DTType:DTType, // 伤害类型(单体/范围) ap:number, // 攻击百分比(角色攻击力) cd:number, // 冷却时间(秒) t_num:number, // 目标数量 hit_num:number, // 范围攻击伤害敌人数量 hit:number, // 穿刺个数 hitcd:number, // 持续伤害的伤害间隔(秒) speed:number, // 移动速度 with:number, // 宽度(暂时无用) dis:number, // 距离/范围(可选,若不填则根据rangeType获取默认值) ready:number, // 前摇时间 EAnm:number, // 结束动画ID DAnm:number, // 命中后动画ID RType:RType, // 技能运行类型(直线/贝塞尔/固定起点/固定终点) EType:EType, // 结束条件(动画结束/时间结束/距离结束/碰撞/次数结束) buffs:BuffConf[], // 对施法者的buff配置列表 neAttrs:NeAttrsConf[], // 对施法者的负面配置列表 call_hero?:number, // 召唤技能召唤英雄id(可选) info:string, // 技能描述 } export const SkillSet: Record = { 5000:{uuid:5000,name:"反伤",sp_name:"thorns",icon:"1168",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single, ap:0,cd:60,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,dis:SkillDisVal[SkillRange.Long], ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd, buffs:[],neAttrs:[],info:"反伤", }, // ========== 基础攻击 ========== 6001-6099 6001: { uuid:6001,name:"近战攻击",sp_name:"atk_s1",icon:"1026",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single, ap:100,cd:1,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,dis:SkillDisVal[SkillRange.Melee], ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd, buffs:[],neAttrs:[],info:"对前方目标造成100%攻击的伤害", }, 6002: { uuid:6002,name:"远程攻击",sp_name:"b_arrow_blue",icon:"1135",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single, ap:100,cd:1,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,dis:SkillDisVal[SkillRange.Melee], ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd, buffs:[],neAttrs:[],info:"对前方单个目标造成100%攻击的伤害", }, 6003: { uuid:6003,name:"远程攻击",sp_name:"m_water_ball_1",icon:"1126",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single, ap:100,cd:5,t_num:1,hit_num:1,hit:2,hitcd:0.3,speed:720,with:90,dis:SkillDisVal[SkillRange.Mid], ready:8001,EAnm:0,DAnm:9001,RType:RType.linear,EType:EType.collision, buffs:[],neAttrs:[],info:"对前方单个目标造成100%攻击的伤害", }, 6004: { uuid:6004,name:"蓄力一击",sp_name:"atk_s4",icon:"1173",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single, ap:100,cd:1,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,dis:SkillDisVal[SkillRange.Melee], ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd, buffs:[],neAttrs:[],info:"对前方目标造成150%攻击的伤害", }, // ========== 基础buff ========== 6100-6199 6100: { uuid:6100,name:"治疗",sp_name:"buff_wind",icon:"1292",TGroup:TGroup.Self,SType:SType.heal,act:"atk",DTType:DTType.single, ap:30,cd:5,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,dis:SkillDisVal[SkillRange.Long], ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd, buffs:[],neAttrs:[],info:"治疗自己,回复30%最大生命值", }, 6101:{ uuid:6101,name:"魔法盾",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Self,SType:SType.shield,act:"atk",DTType:DTType.single, ap:30,cd:7,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,dis:SkillDisVal[SkillRange.Long], ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd, buffs:[],neAttrs:[],info:"获得30%最大生命值的护盾,持续60秒", }, 6102:{ uuid:6102,name:"强壮",sp_name:"buff_wind",icon:"3036",TGroup:TGroup.Team,SType:SType.buff,act:"atk",DTType:DTType.single, ap:30,cd:10,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,dis:SkillDisVal[SkillRange.Long], ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd, buffs:[{buff:Attrs.AP,BType:BType.VALUE,value:10,time:30,chance:1}],neAttrs:[],info:"增加目标10%攻击力,持续30秒", }, 6103:{ uuid:6103,name:"群体强壮",sp_name:"buff_wind",icon:"3036",TGroup:TGroup.Team,SType:SType.buff,act:"atk",DTType:DTType.range, ap:30,cd:10,t_num:3,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,dis:SkillDisVal[SkillRange.Long], ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd, buffs:[{buff:Attrs.AP,BType:BType.RATIO,value:10,time:30,chance:1}],neAttrs:[],info:"增加目标10%攻击力,持续30秒", }, // ========== 怪物基础技能 ========== 6200-6299 6201: { uuid:6201, name:"怪物近战", sp_name:"atk_s1", icon:"3036", TGroup:TGroup.Enemy, SType:SType.damage, act:"atk", DTType:DTType.single, ap:100, cd:1, t_num:1, hit_num:1, hit:1, hitcd:0.2, speed:0, with:0, dis:SkillDisVal[SkillRange.Melee], // 怪物近战特殊距离 ready:0, EAnm:0, DAnm:9001, RType:RType.fixed, EType:EType.animationEnd, buffs:[], neAttrs:[], info:"怪物基础近战攻击", }, 6203: { uuid:6203, name:"怪物射击", sp_name:"arrow_1", icon:"3039", TGroup:TGroup.Enemy, SType:SType.damage, act:"atk", DTType:DTType.single, ap:80, cd:2, t_num:1, hit_num:1, hit:1, hitcd:0.2, speed:800, with:0, dis:SkillDisVal[SkillRange.Long], // 怪物远程特殊距离 ready:0, EAnm:0, DAnm:9001, RType:RType.linear, EType:EType.collision, buffs:[], neAttrs:[], info:"怪物基础远程攻击", }, }; export const SkillReadyConf: Record = { 0:{uuid:0,loop:false,SkillTime:0,ReadyTime:0,RType:0,ready_y:0,path:""}, // 无前摇 8001:{uuid:8001,loop:false,SkillTime:0,ReadyTime:0,RType:0,ready_y:0,path:"fire1"}, }; //技能结束动画EAnm 和集中后动画DAnm, 共用设定数组 export const EAnmConf: Record = { 0:{uuid:0,path:"",loop:false,time:0}, // 无结束动画 9001:{uuid:9001,path:"atked",loop:false,time:0}, }; export const CanSelectSkills: Record = { 1: [6002], 2: [6004], 3: [6003], 4: [6100], // 默认 99: [6002, 6004, 6003, 6100] };